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mojo
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Post subject: Re: searching for items/people/threats.... Posted: Fri May 11, 2012 10:49 pm |
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Joined: Sun May 08, 2011 3:46 am Posts: 24
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WOW  -haven't been on in a while- you guys have ran with it !- thanks so much!!! these are awesome!
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CLDecker
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Post subject: Re: searching for items/people/threats.... Posted: Sat May 12, 2012 2:28 pm |
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Joined: Thu Nov 06, 2008 1:26 pm Posts: 100 Location: Northern Virginia, USA
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As this is my favorite game of the AA stable and one I have played more often than any other I thought it time to chime in. The idea of using cards for game variables is great, and they can really ramp up the threat level fast. One thing I thought of on finding fuel is the probability of it being deteriorated or contaminated by being stored too long. I have used a dice roll before to allow a character to determine if their lucky find will do them any good. Another thing is the scarcity of food in urban areas post pandemic. My wife and I have read on this subject fairly extensively due to a interest in the effects of pandemics in history. The typical urban community is only 3 days away from starvation when the deliveries cease. Not a comfortable thought but one that is relatively accurate. What little that might be scavenged could be spoiled beyond safe use, adding more problems to the fight to stay alive. Malnutrition has significant negative effects on mental and physical abilities which could shorten life spans radically when Zeds are present. What about tools needed to stay alive? You have firearms but maintaining them would grow harder over time without a means to maintain and repair them. The same applies to vehicles, generators, etc. Just some food for thought on this, I sure like what I have been reading so far! Charlie
_________________ This here dry land living ain't all it's cracked up to be
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Baz Baziah
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Post subject: Re: searching for items/people/threats.... Posted: Sat May 12, 2012 3:20 pm |
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Joined: Sat Dec 04, 2010 3:18 pm Posts: 507 Location: Liverpool, England
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I think you are getting into the realms of mechanics and minutia that a game like Ambush zed was never intended to cover. What you are looking for is something more in line with a pen and paper role playing game like FGU'S AFTERMATH! system.
Jim
_________________ ============================== What is the difference between God and a Para?
God knows he is not a Para.
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warchariot
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Post subject: Re: searching for items/people/threats.... Posted: Sun May 13, 2012 3:06 pm |
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Joined: Sat Aug 13, 2011 1:07 pm Posts: 143 Location: Cheyenne, Wyoming
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I don't know, I think tools and fuel are great ideas. I asked about food and water before. I like the idea of a full deck and could costomize for different games/setting.
_________________ ~Good Cheer to All~ Larry
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Baz Baziah
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Post subject: Re: searching for items/people/threats.... Posted: Sun May 13, 2012 4:04 pm |
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Joined: Sat Dec 04, 2010 3:18 pm Posts: 507 Location: Liverpool, England
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warchariot wrote: I don't know, I think tools and fuel are great ideas. I asked about food and water before. I like the idea of a full deck and could costomize for different games/setting. So how would you fit food and fuel into the game? Vehicles v Zeds is a little one sided so you don't need vehicles Food, scenario's are over in a matter of 12 turns max. so unless you want to introduce starvation, which in game turns would effect moral? I would be interested to read your ideas for there inclusion though. Jim
_________________ ============================== What is the difference between God and a Para?
God knows he is not a Para.
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warchariot
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Post subject: Re: searching for items/people/threats.... Posted: Sun May 13, 2012 5:08 pm |
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Joined: Sat Aug 13, 2011 1:07 pm Posts: 143 Location: Cheyenne, Wyoming
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Baz Baziah wrote: warchariot wrote: I don't know, I think tools and fuel are great ideas. I asked about food and water before. I like the idea of a full deck and could costomize for different games/setting. So how would you fit food and fuel into the game? Vehicles v Zeds is a little one sided so you don't need vehicles Food, scenario's are over in a matter of 12 turns max. so unless you want to introduce starvation, which in game turns would effect moral? I would be interested to read your ideas for there inclusion though. Jim I would use them as objectives. Things you need after the game to get away, to fight on, all that sort of thing. One of the first scenarios is to find and extract the science geeks, food and fuel could be something you have to recover so you can go on. If playing a campaign, not my favorite, you could link together games were you needed to find several items like fuel, food, ammo, ect. A card deck where you could customize the items would be a way to help. So a three game campaign could be searching for say, food and fuel. You could pick where to search, farms, towns, cities or where ever. The deck could be set up to make it more likely you would find fuel at a farm and food in a larger city. Whatever else you find would be extra stuff that could help now or later. Medical supplies is another item you might want. You have someone who is hurt from a fall or bad cut. They need items to help put them back into action, you have to find these and bring them back. That's how I would use the deck then I wanted to look for food, fuel and the like.
_________________ ~Good Cheer to All~ Larry
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Baz Baziah
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Post subject: Re: searching for items/people/threats.... Posted: Mon May 14, 2012 4:45 am |
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Joined: Sat Dec 04, 2010 3:18 pm Posts: 507 Location: Liverpool, England
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My Son and I did give a set of cards with a 1' square area of map already set out on them, you pull 4 at random and set the map up from there. each side is numbered 1-2, 3-4, 5-6, 7-8. you roll a d8 after picking the card and the number rolled determines which side of the random section is "north", the four sections are then put together with all the "norths" facing the "top" of the map and away you go. Just how you determine what the scenariop is about, forces and such is another thing. perhaps another set of cards, or two?
I will see if I still have the map cards about some place. we used them once or twice and then moved on to other things.
Jim
_________________ ============================== What is the difference between God and a Para?
God knows he is not a Para.
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warchariot
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Post subject: Re: searching for items/people/threats.... Posted: Mon May 14, 2012 6:20 pm |
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Joined: Sat Aug 13, 2011 1:07 pm Posts: 143 Location: Cheyenne, Wyoming
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Baz Baziah wrote: My Son and I did give a set of cards with a 1' square area of map already set out on them, you pull 4 at random and set the map up from there. each side is numbered 1-2, 3-4, 5-6, 7-8. you roll a d8 after picking the card and the number rolled determines which side of the random section is "north", the four sections are then put together with all the "norths" facing the "top" of the map and away you go. Just how you determine what the scenariop is about, forces and such is another thing. perhaps another set of cards, or two?
I will see if I still have the map cards about some place. we used them once or twice and then moved on to other things.
Jim Nice idea
_________________ ~Good Cheer to All~ Larry
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ShotGun Jolly
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Post subject: Re: searching for items/people/threats.... Posted: Thu Jun 14, 2012 6:58 pm |
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Joined: Mon Oct 10, 2011 8:51 pm Posts: 94
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Baz Baziah wrote: "CRASH!!!..." You think you have found something useful but whilst pulling it from the other junk you bring it all down with a mighty crash. All zeds on the table make a TQ roll and will start to move towards the building you are in. Max 3 cards per deck. Plat immediately and then replace into deck.
Oh man.. I can see this particular event being a total game changer in so many bad ways... I like it..
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Baz Baziah
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Post subject: Re: searching for items/people/threats.... Posted: Fri Jun 15, 2012 5:12 am |
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Joined: Sat Dec 04, 2010 3:18 pm Posts: 507 Location: Liverpool, England
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My son and I have tried out the cards I put up here and have had some quite brutal games as a result. We have only had the "CRASH!!" card once but it was late on in the game and trying to escape afterwards -the building was close to the middle of the board, resulted in more interuptions for the living player than i have ever seen before!
As a result the number of these cards has been reduced to 1 per pack in the above list.
Jim
_________________ ============================== What is the difference between God and a Para?
God knows he is not a Para.
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jeffteaches
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Post subject: Re: searching for items/people/threats.... Posted: Sat Jun 23, 2012 7:56 pm |
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Joined: Tue Jan 20, 2009 8:01 pm Posts: 116 Location: Atlanta, Georgia
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I haven't been around for awhile, but AZ is my favorite AA game because it plays so well solo. Also, I love zed games! Two relevant comments: 1) The idea of using item searches as scenarios is excellent and a great way to create new scenarios. It could be random via cards, or the game creator could have specific items stashed, or it could combine both. 2) When mentioning the length of an AZ turn, I would contend that the game mechanics don't reflect a specific amount of time for each turn but a nebulous period of time in which all the figures carry out all their possible actions. So the turn may represent a fireteam running down a few blocks to reach the abandoned police dept., or the turn may represent the time it takes this team to sweep each room of the police dept. and the HTH combat they fight when zeds come boiling out of the locker room!
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